@menithal and HF developers. All static properties of an entity need to be settable as part of an entity’s upload; that is, it needs to properly support in the model. This is true for entities, this is true for avatar models. Yes, registration adjustments can be done after the fact by a script (event the standard edit script). That there are such workarounds is no longer a proper excuse for a beta level product.

Either get the system architecture fixed now or this product is going to suffer mightily when these huge inconsistencies have to get fixed later when a ton of content has been created.

This is a great time to go through everything and to ensure that the architecture is consistent and correct. Every day that goes by with more hacks makes it that much harder to make the product jell properly on its way to production status.

Maybe make it so that if the registration point is defined, if not use model defined pivot point instead.

@Balpien.Hammerer i did state that i agree it should be done, but meant to show the work around anyway in the first post, because i had to make sure Blender exported the origin information in the FBX exporter (it does) as there been issues Ive read up with the same thing in other engines from way back.
Just a matter both of us misunderstanding what each other wrote.

Hello, reviving this old thread to ask if this has been resolved yet? - I’ve recently started working in HiFi and noticed about these random pivot positions, it makes it impossible to have modular kits of assets, or even to work iteratively - I should be able to add boxes representing my final assets while im blocking in a level, and then later swap out that geo, without every one of them moving randomly in the scene.

I did assume this might be a novice friendly approach, but we need the option of turning that off and working to industry standards, or you will just drive people away in frustration.